Recording medium, program executing system, and program executing device

ABSTRACT

When obstacles inhibiting the progression of a character being operated on a screen with a controller are encountered, obstacle overcoming actions corresponding to the state of the character may be performed with a simple operation. An obstacle overcoming button is determined beforehand in the program. The character has perimeter ranges corresponding to its own speed. In the event that the obstacle object is a building, a perimeter range is also provided to a wall of the obstacle object, for example, and an obstacle overcoming table corresponding to the overlapping relations of the mutual perimeter ranges is created beforehand. In the event the obstacle overcoming button is operated and the perimeter range of the character and the perimeter range of the wall overlap, an action of jumping over the obstacle object, for example, is automatically invoked.

CROSS REFERENCE TO RELATED APPLICATIONS

[0001] The present application claims priority from Japanese applicationNos. 2000-334493 filed Nov. 1, 2000 and 2001-330328 filed Oct. 29, 2001,the disclosures of which are hereby incorporated by reference herein.

BACKGROUND OF THE INVENTION

[0002] The present invention relates to a recording medium storing aprogram wherein a game proceeds by an object such as a character movingon a screen overcoming obstacle objects, such as rivers, rocks, and soforth, the method thereof, and a program executing system and programexecuting device whereby the program is executed.

[0003] Entertainment apparatuses capable of executing game programs suchas video games or the like have become commonplace. An operating deviceand a display device are electrically connected to the entertainmentapparatus.

[0004] With such entertainment apparatuses, characters displayed in adisplay screen based on operations made by the operator (user or player)of the operating devices are caused to perform various actions such asdashing, jumping, kicking, and so forth. This allows the characters todefeat enemy characters, avoid dangers, and so forth. The game programis executed in such a manner, thus carrying out the story, object, etc.,thereof.

[0005] With conventional game programs, in the event that the characteron the screen encounters a terrain which cannot be navigated, forexample, the game is arranged such that the user can operate directionbuttons or the like to move the character vertically or horizontally, oroperating a button appropriated for an act of escaping the terrain so asto jump or so forth, thereby escaping the terrain which cannot benavigated.

[0006] However, in reality, such actions of escaping the terrain(actions enabling obstacles such as terrain which cannot be navigated tobe overcome) are often enabled only in the event that playerinstantaneously grasps the state of the character on the screen andperforms appropriate operating input. Accordingly, there is the problemthat this may be difficult for beginning players in particular.

SUMMARY OF THE INVENTION

[0007] The present invention has been made in light of theabove-described problems, and accordingly, it is an object thereof toprovide a recording medium storing a program wherein, in the event thatan object such as a character or the like displayed on a screenencounters an obstacle object on the screen, the obstacle object can bereadily overcome, the method thereof, and a program executing system andprogram executing device whereby the program is executed.

[0008] The recording medium according to the present invention stores aprogram for causing character objects displayed on a screen to performpredetermined actions with operating output as commands from anoperating device having a plurality of operating portions, the programincluding code for an obstacle overcoming step whereby, in the event thecharacter object encounters an obstacle object on the screen, theobstacle object is automatically overcome by operating a particular oneof the plurality of operating portions. Accordingly, the obstacleobjects can be readily overcome.

[0009] In this case, obstacle overcoming actions corresponding to thecurrent state of the character object may be programmed so as to beexecuted in the obstacle overcoming step, enabling the obstacle objectsto be overcome in a more realistic manner.

[0010] The obstacle overcoming actions may be saved as attribute datacorrelated with the obstacle object, and obstacle overcoming actionscorresponding to the current state of the character object may bepredetermined in the attributes data, so that obstacle overcomingactions can be executed in an appropriate and smooth mannercorresponding to the type of obstacle object, for example.

[0011] The current state of the character object may be the currentspeed of movement of the character object.

[0012] In the event that the character object can mount and thus passover the obstacle object, the obstacle overcoming action may be ajumping-over action when the current speed of movement of the characterobject is relatively fast, and may be a scaling action when the currentspeed of movement of the character object is relatively slow, so as toexecute actions harmonized with the state of the character object.

[0013] The program executing system according to the present inventionincludes a program executing device for reading and executing programsstored in a recording medium; an operating device connected to theprogram executing device and having a plurality of operating portionsfor outputting operating requests by an operator to the programexecuting device; and a display device having a screen for displayingimages output from the program executing device; the program executingdevice including a storing unit storing a program read from therecording medium for causing a character object displayed on the screenof the display device to perform predetermined actions with operatingoutput from the operating device as commands thereof, the programincluding code for automatically overcoming an obstacle objectencountered by the character object on the screen by operating aparticular one of the plurality of operating portions of the operatingdevice; and an executing unit for reading and executing the programstored in the storing unit.

[0014] According to the present invention, in the event that a characterobject encounters an obstacle object on the screen, the operator canovercome the obstacle object with simple operations of the operatingdevice.

[0015] The program executing device according to the present invention,which is connectable to an operating device having a plurality ofoperating portions for outputting operating requests by an operator anda display device having a screen for displaying images, includes astoring unit storing a program for causing a character object displayedon the screen of the display device to perform predetermined actionswith operating output from the operating device as commands thereof, theprogram including code for automatically overcoming an obstacle objectencountered by the character object on the screen by operating aparticular one of the plurality of operating portions of the operatingdevice; and an executing unit for reading and executing the programstored in the storing unit.

[0016] According to the present invention, in the event that a characterobject encounters an obstacle object on the screen, the operator canovercome the obstacle object with simple operations of the operatingdevice.

BRIEF DESCRIPTION OF THE DRAWINGS

[0017]FIG. 1 is a configuration diagram of an entertainment systemwherein an embodiment of the present invention has been applied;

[0018]FIG. 2 is a cross-sectional diagram provided for description ofthe actions of a pressure-sensitive device:

[0019]FIG. 3 is a circuit block diagram provided for description of theactions of a controller;

[0020]FIG. 4 is a block diagram of an entertainment system;

[0021]FIG. 5 is an explanatory diagram provided for correlateddescription of world coordinates and camera coordinates;

[0022]FIG. 6 is an explanatory diagram provided for correlateddescription of camera coordinates and screen coordinates;

[0023]FIG. 7 is a diagram indicating the relation between the operationsof the left stick and the movements of the character on the screen;

[0024]FIG. 8 is a table indicating the relation between the range ofinclination of the left stick and the movement speed of the character;

[0025]FIG. 9 is an explanatory diagram of the perimeter centers of acharacter;

[0026]FIG. 10 is a diagram describing the relation between the perimeterranges of the character and the speed of motion;

[0027]FIG. 11 is an explanatory diagram of the object recognition fieldof characters;

[0028]FIG. 12 is an explanatory diagram of an example obstacle object;

[0029]FIG. 13 is an explanatory diagram of the perimeter ranges of theobstacle object shown in FIG. 12;

[0030]FIG. 14 is a flowchart indicating fundamental processingprocedures for the primary components of the game program relating tothe present invention;

[0031]FIG. 15 is an explanatory diagram of perimeter judgment between acharacter and an obstacle object;

[0032]FIG. 16 is a obstacle overcoming table for determining characteraction based on the perimeter judgment;

[0033]FIG. 17A is an explanatory diagram of character action jumpingover an obstacle object;

[0034]FIG. 17B is an explanatory diagram of character action jumpingonto a roof which is an obstacle object;

[0035]FIG. 17C is an explanatory diagram of character action scaling anobstacle object;

[0036]FIG. 18 is an explanatory diagram illustrating cases wherein therecognition field range of a character overlaps with the perimeter rangeof an obstacle object;

[0037]FIG. 19 is an obstacle overcoming table for determining characteractions based on perimeter judgment;

[0038]FIG. 20 is an explanatory diagram of character actions at the timeof attempting to jump over a river;

[0039]FIG. 21 is an obstacle overcoming table for determining characteractions based on perimeter judgment;

[0040]FIG. 22A is an explanatory diagram of character actions at thetime of encountering a boulder while proceeding along a road;

[0041]FIG. 22B is an explanatory diagram of the character actions ofmoving the boulder and proceeding;

[0042]FIG. 22C is an explanatory diagram of the character actions ofdestroying the boulder and proceeding; and

[0043]FIG. 23 is an obstacle overcoming table for determining characteractions based on perimeter judgment.

DETAILED DESCRIPTION

[0044] An embodiment of the present invention will be described withreference to the drawings.

[0045]FIG. 1 illustrates a schematic external view of an entertainmentsystem 10, as an example of a program executing system to which anembodiment of the present invention has been applied.

[0046] This entertainment system 10 is basically configured of anentertainment device 12 serving as a program executing device havingfunctions for executing various programs and so forth, a memory card 14which is a card-type external storing device (external memory) which isdetachable from the entertainment device 12, an operating device(controller) 16 which is detachably connected to the entertainmentdevice 12 by a connector 15 for externally inputting instructions ofoperating requests from an operator (player) to the entertainment device12, and a display device (monitor or display) 18 such as a televisionreceiver or the like for displaying pictures and outputting audio basedon supplied picture and audio signals output from the entertainmentdevice 12. Such an entertainment system 10 is integrally formed.

[0047] The entertainment device 12 is of a shape with flat rectangularparallelepipeds placed one upon another. The front panel thereof has adisk tray 22 which moves forwards and backwards to serve as a diskmounting unit where optical disks 20 which are program data recordingmedia are mounted, a reset switch 24 for arbitrarily resetting programsand the like currently being executed and so forth, an open button 26for extracting the disk tray 22, two insertion slots 30 for memory cards14, two controller terminals 32 wherein connectors 15 for controllers 16are inserted, and so forth. The rear side thereof has a power switch 28,an unshown AV (Audio Visual) multi-output terminal which is a pictureand audio output terminal connected to a monitor 18 via an AV cable, andso forth.

[0048] The entertainment device 12 has various functions, such ascontrol functions for reading programs from optical disks 20 serving asrecording media, such as CD-ROMs, DVD-ROMs, etc., wherein programs anddata for computer games (video games) are recorded, and executing thegames, thereby displaying characters and scenes on the monitor 18, aswell as various control functions for reproducing pictures from DVDs(Digital Versatile (or Video) Disks) and playing music from CDDA(Compact Disk Digital Audio), and other like optical disks 20. Theentertainment device 12 also has functions for executing programobtained by communication via communication networks and the like.Three-dimensional computer graphics pictures generated by theentertainment device 12 are displayed on the screen 19 of the monitor 18serving as the display device while executing the game program.

[0049] In this case, signals from the controllers 16 are also processedby one of the aforementioned control functions of the entertainmentdevice 12, and the contents thereof are reflected in, for example, themovement of character objects (hereafter simply referred to as“characters”), switching over of characters, switching over of scenes,and so forth on the screen of the monitor 18.

[0050] The controller 16 has first and second operating portions 51 and52 formed to the left and right of the center on the upper face thereof,with third and fourth operating portions 53 and 54 formed on the sidesthereof, and a left stick 70 and a right stick 72 serving as joysticksfor making analog operations to the right and left of the front side ofthe upper face. The left and right sticks 70 and 72 serving as operatinglevers generate output according to the direction that each are inclinedin the X-Y orthogonal direction, and the degree of inclination. Forexample, these have the functions of moving an object such as acharacter displayed on the monitor 18 to the right and left, forwardsand backwards, by operating the left stick 70.

[0051] While not shown in the drawings, the left and right sticks 70 and72 are provided with vibrating motors in the driving portions thereof,such that vibrations are applied to the left and right sticks 70 and 72by instructions of the program.

[0052] The first operating portion 51 is a pressing operating portionfor providing actions to characters and the like displayed on themonitor 18 for example, and the functions thereof are set by the programor the like recorded in the optical disk 20. The first operating portion51 is formed of four operating keys (also called “direction keys”) 51 a,51 b, 51 c, and 51 d having functions for moving characters and the likeup, down, left, right, and so forth. The direction key 51 a is alsoreferred to as the “up” key, the direction key 51 b as the “down” key,the direction key 51 c as the “left” key, and the direction key 51 d asthe “right” key.

[0053] The second operating unit 52 has four cylindrical operatingbuttons 52 a, 52 b, 52 c, and 52 d, for pressing operations. The tops ofthe operating buttons 52 a through 52 d are marked with theidentification marks of “triangle (Δ)”, “circle (O)”, “cross (X)”, and“square (□)”, so the operating buttons 52 a through 52 d are alsoreferred to as “triangle button 52 a”, “circle button 52 b”, “crossbutton 52 c”, and “square button 52 d”.

[0054] The functions of the operating buttons 52 a through 52 d on thesecond operating unit 52 are set by the program or the like recorded inthe optical disk 20, and functions for moving the left arm, right arm,left leg, and right leg, of the character, are appropriated to theoperating buttons 52 a through 52 d, for example.

[0055] The third and fourth operating portions 53 and 54 are ofapproximately the same structure, both having two pressing operatingbuttons arrayed vertically, i.e., an operating button 53 a (alsoreferred to as the “L1 button”) and an operating button 53 b (alsoreferred to as the “L2 button”), and an operating button 54 a (alsoreferred to as the “R1 button”), an operating button 54 b (also referredto as the “R2 button”).

[0056] The functions of the third and fourth operating portions 53 and54 are also set by the program or the like recorded in the optical disk20. The third and fourth operating portions 53 and 54 are appropriatedwith functions for causing the characters to perform special actions, orfunctions for changing the characters, for example.

[0057] The left and right sticks 70 and 72 each comprise signal inputelements such as variable resistors or the like, so as to be rotatablein 360° on the operating axis. The left and right sticks 70 and 72 eachhave an unshown elastic member, so as to return to a neutral position.Also, at this neutral position, the left and right sticks 70 and 72respectively have functions of operating buttons 70 a (L3 button) and 72a (R3 button) serving as the fifth an sixth operating portions forpressing operations.

[0058] Rotationally operating the left and right sticks 70 and 72 allowscommand signals to be input which enable analog motions such as, forexample, rotating a character or the like while in motion, or movingwhile changing the speed thereof, or further changing the state thereof.

[0059] The rear sides of each of the direction keys 51 a through 51 dmaking up the first operating portion 51, the operating buttons 52 athrough 52 d making up the second operating portion 52, the L1 and L2buttons 53 a and 53 b and the R1 and R2 buttons 54 a and 54 b making upthe third and fourth operating portions 53 and 54, and the L3 and R3operating buttons 70 a and 72 a making up the fifth and sixth operatingportions (representatively referred to as “operating element 102”) areprovided with an elastic electroconductive member 106 which is wide atthe base and comes to a point at the apex which is at the centerthereof, via an insulating elastic member 104, as shown in FIGS. 2 and3. A resistor 110 with one end thereof connected to a voltage source Vccand the other end thereof connected to a fixed resistor 108 is opposedat each position facing each electroconductive member 106. The resistor110 is disposed on an insulating substrate 112, and the other end of thefixed resistor 108 is grounded.

[0060] In this case, in the event that the direction keys 51 a through51 d, the operating buttons 52 a through 52 d, the L1 and L2 buttons 53a and 53 b and the R1 and R2 buttons 54 a and 54 b, and the operatingbuttons 70 a and 72 a (operating elements 102) are pressed, theelectroconductive member 106 comes into contact with the opposingresistor 110, and the apparent resistor value of the resistor 110changes corresponding to the area of contact between the resistor 110and the electroconductive member 106 according to the pressure appliedthereto. The divided voltage value (analog signal) Va between theresistor 110 and the resistor 108 changes, and this becomes the inputsignals to an A/D converter 114.

[0061] Thus, a pressure-sensitive element is formed of anelectroconductive member 106 and a resistor 110, and the electricalresistance values of the pressure-sensitive element change according tothe pressing force applied by the operating element 102.

[0062] Note that FIG. 2 illustrates the action of the pressure-sensitiveelement serving as the element for outputting signal outputproportionate to the pressing force, and FIG. 3 illustrates theconfiguration of the principal components of the controller 16.

[0063] As shown in FIG. 3, the controller 16 has an MPU (MicroprocessorUnit) 118 serving as control means, with the MPU 118 containing a CPU120 serving as control means, and ROM 122 and RAM 124 mutually connectedtherewith. Also, the MPU 118 is provided with a switch-over device 126of which actions are controlled by the CPU 120, and the A/D converter114. Analog signals (voltage) Va output from the output terminal of theresistor 110 are input to the A/D converter 114, and converted intodigital signals Vd.

[0064] The digital signal Vd output from the A/D converter 114 is sentto the entertainment device 12 via an interface 128 provided on aninterior substrate in the controller 16. The motions and the like ofgame characters for example are executed based on the digital signalsVd.

[0065] The change in level of the analog signal Va output from theoutput terminal of the resistor 110 corresponds to the change in thepressing force applied from the operating element 102, as describedabove. Also, the digital signal Vd output from the A/D converter 114corresponds to the pressing force applied by the user (operator orplayer) to the operating elements 102. Controlling the movement and thelike of game characters with digital signals having such correlation tothe pressing operation by the user allows movements to be realized whichare smoother in an analog manner than those realized by control with thebinary digital signals of “1” and “0”.

[0066] Now, the controller 16 is constructed so as to control theswitch-over device 126 via the interface 128 by control signals sentfrom the entertainment device 12, based on the program recorded on theoptical disk 20. That is to say, at the time of executing the programrecorded on the optical disk 20, control signals are output from theentertainment device 12, specifying, according to the contents of theprogram, whether to cause the A/D converting unit 114 as means foroutputting multi-value digital signals Vd with values from 0 through 255for example, or to function as means for outputting binary on/offdigital signals Vd with the values of “0” and “1”. The switch-overdevice 126 selects and switches over the functions of the A/D convertingunit 114 (binary output or multi output) based on these control signals.Accordingly, whether binary output is used or multi-value output isused, is determined by the program.

[0067] In FIG. 1, the left and right sticks 70 and 72, and the first andsecond operating portions 51 and 52, can be switched over from one toanother for use. The switching thereof is performed by an analog modeswitch 74. In the event that the left and right sticks 70 and 72 alsoserving as joysticks are selected by the analog mode switch 74, adisplay portion 76 is lit, thus indicating that the left and rightsticks 70 and 72 are in the selected state.

[0068] The left and right sticks 70 and 72 generate voltage of 0 to ±127steps in both the X and Y directions. This voltage is also supplied tothe A/D converting unit 114 as analog signals Va and converted todigital signals Vd, and then supplied to the entertainment device 12 viathe interface 128. Multiple A/D converting units 114 may be used.

[0069] Also provided on the controller 16 are a start button (startswitch) 78 for instructing starting of a game, a selection button(selection switch) 80 for selecting the difficulty of the game whenstarting the game, and so forth.

[0070] Next, the internal configuration of the entertainment system 10shown in FIG. 1 and the general actions thereof will be described withreference to the block diagram shown in FIG. 4.

[0071] RAM 402 which is semiconductor memory, and a bus 403, are eachconnected to a CPU 401, which serves as a computer and an executing unit(executing means). In this case, the RAM 402 also functions as a storingunit (storing means) for sequentially storing programs containing datarecorded in the optical disk 20. The CPU 401 also functions as anexecuting unit for reading out programs within the RAM 402 serving asthe storing unit or within the optical disk 20 and executing theprograms.

[0072] A graphic synthesizer (GS) 404 and an input/output processor(IOP) 409 are each connected to the bus 403. Contained in the GS 404 areRAM 405 including a frame buffer, Z buffer, texture memory, etc., and arendering engine 406 having rendering functions including drawingfunctions to the frame buffer within the RAM 405.

[0073] The GS 404 thus configured is connected to a monitor 18 servingas an external device, via an encoder 407 for converting digital RGBsignals or the like for example, into NTSC standard television signals.

[0074] Connected to the IOP 409 are a driver (DRV) 410 for reproducingand decoding data recorded in the optical disk 20, a sound processor(SP) 412, a memory card 14 formed of flash memory serving as externalmemory, the controller 16, and ROM 416 storing an operating system andthe like. The SP 412 is connected to a speaker 414 and monitor 18serving as external devices, via an amplifier 413, thereby supplyingaudio signals.

[0075] Now, the memory card 14 is a card-type external storing deviceformed of a CPU or gate array and flash memory, and is detachablyinserted to an insertion slot 30 of the entertainment device 12 shown inFIG. 1, and the partway state of the game, programs for DVDreproduction, and so forth, are stored in the memory card 14.

[0076] The controller 16 is for providing commands (binary commands ormulti commands) to the entertainment device 12 by pressing the multiplebuttons or operating the joysticks arrayed on the controller 16. Also,the driver 410 has a decoder for decoding encoded images based on theMPEG (Moving Picture Experts Group) standard.

[0077] Next, how images are displayed on the monitor 18 by operating thecontroller 16 will be schematically described.

[0078] It is to be understood as a presupposition that the object datamade up of polygon apex data and texture data and the like recorded onthe optical disk 20, and data on the world coordinates WC of this objectdata, are read in via a driver 410, and are held in the RAM 402 of theCPU 401.

[0079]FIG. 5 schematically illustrates the state of objects OBa and OBbof object data being positioned on the three-dimensional worldcoordinates WC comprising the three orthogonal axes of X, Y, and Z, withthe world coordinates point of origin WO. Note that the object OBarepresents the character object, and may also be referred to as“character OBa”. The object OBb is an object representing a building,but sometimes is an obstacle to the character OBa, and accordingly mayalso be referred to as “obstacle object OBb”. Also, an obstacle objectOBb is a factor inhibiting progress of the game unless the playeroperates the controller 16 in an appropriate manner, and accordinglymight also be referred to as a game progression inhibiting factorobject.

[0080] Once instructions are input to the entertainment device 12 fromthe operator (player) via the controller 16, the CPU 401 computes theposition of the object on the three-dimensional camera coordinates CCcomprising the three orthogonal axes of V, U, and N, with the cameracoordinates point of origin CO, and the orientation as to the viewpoint,based on the instructions. The coordinates point of origin CO of thecamera coordinates CC is positioned in the later-described screen, inthe middle thereof for example. Thus, the polygon apex data of theobject defined by the coordinate values of the three orthogonal axes ofX, Y, and Z is converted into the camera coordinates CC.

[0081] Next, as schematically shown with one arrow line in FIG. 6, thepolygon apex data P (x, y, z) following conversion to camera coordinatesCC is converted into two-dimensional coordinates data Q (x′, y′) on thescreen SP defined by screen coordinates SC having a screen coordinatespoint of origin SO (e.g., the upper left point on the screen SP) as thebase point thereof, by transmittance conversion processing with theviewpoint VP as the reference.

[0082] The post-conversion two-dimensional X-Y coordinates data (x′,y′), Z data (z), and texture data are supplied to the GS 404. The GS 404performs rendering based on the post-conversion two-dimensional X-Ycoordinates data (x′, y′) and Z data (z), and sequentially writes(draws) texture data to the RAM 405 serving as memory (in this case, theframe buffer), thereby carrying out the drawing processing. The texturedata that is drawn is encoded by the encoder 407 as one frame of imagecompleted by the drawing processing and supplied to the monitor 18, andis displayed as a three-dimensional image or a two-dimensional image onthe screen 19.

[0083] The entertainment system 10 according to the present embodimentis basically configured and operates as described above. Next, thecontents of the game program which runs on this entertainment system 10will be described.

[0084] First, the specifications relating to the programmed actions andso forth of a player character (hereafter referred to simply as“character”) serving as the character object OBa will be described.

[0085] With the normal movement of the character OBa displayed on thescreen 19 as shown in FIG. 7, the player tilts the left stick 70 in thedirection as viewed on the screen 19 and inputs the direction withso-called objective operations. In FIG. 7, left stick 70 is tilted inthe direction of the arrow, so the character OBa moves in the directionof the outlined arrow. This outlined arrow is not shown on the actualscreen 19.

[0086]FIG. 8 illustrates the relation between the inclination β of theleft stick 70 (128 steps of 0 to ±127 in both the X and Y directions)and the movement speed v of the character OBa.

[0087] The range RS0 of inclination β=0 through n1 for the left stick 70is taken to mean a stopped state (v=0), taking into consideration playin the stick, the range RS1 of inclination β=n1 through n2 means a speedv1 corresponding to a normal walking speed, the range RS2 of inclinationβ=n2 through n3 means a speed v2 corresponding to a fast walking speed,and the range RS3 of inclination β=n3 through 127 means a speed v3corresponding to a running speed.

[0088] While the present embodiment is arranged such that the speed v2is four times that of the speed v1 and the speed v3 is eight times thatof the speed v1, this rate may be set as appropriate.

[0089] Also, the speed v is made to change with acceleration by changingof the inclination range RS, and also has inertia. That is to say, thespeeds v1 through v3 each are the maximum speeds for the respectiveranges RS1 through RS3.

[0090] As shown in FIG. 9, the character OBa has perimeter centers 200through 204 at the apex of the head, the tops of the arms, at the waist,and between the feet. A perimeter range of 10 cm to several tens of cmis set for the perimeter centers 200 through 204 of the character OBawhen stationary (these perimeter centers will be denoted by the symbolAD). The perimeter centers may be restricted to the apex of the head andbetween the feet and so forth. Here, the perimeter range AD is arrangedso as to change according to the current speed v of the character OBa.

[0091]FIG. 10 illustrates the change in the perimeter range AD of thecharacter OBa moving in the direction of the outlined arrow over theground 206. The perimeter range AD is set at AD=AD0 in the event thatthe speed according to FIG. 8 is speed v=0, the perimeter range AD isset at AD=AD1 in the event that speed v=1, the perimeter range AD is setat AD=AD2 in the event that speed v=2, and the perimeter range AD is setat AD=AD3 in the event that speed v=3. The perimeter range AD is set soas to be greater in the direction of progression in proportion to thespeed v.

[0092] As shown in FIG. 11, the character OBa has a field of recognitionθ for objects (object OBb), of an angle θ of around 30° to the right andleft of view direction, which is expressed as ±θ1. Areas outside of thisare outside of recognition. As described later, the character OBa isprogrammed so as to, at the time of pressing of the cross button 52 cand so forth, react to objects within the field of recognition angle θand also within the perimeter range AD, i.e., perimeter rangesoverlapping the perimeter range AD, and execute actions to deal with theobject.

[0093]FIG. 12 illustrates an example of an object OBb. The object OBbwhich is a building 211 is made up of a door 210, walls 212, and a roof214. Steps are formed between the ground and the walls 212, and betweenthe walls 212 and the roof 214. Other aspects of the objects will bedescribed in the later description of executing the program.

[0094]FIG. 13 illustrates the perimeter range AD of the object OBb whichis the building 211. There are, as perimeter ranges AD, the perimeterrange ADa in front of the door 210, perimeter ranges ADb for the front,rear, and side walls 212, and perimeter range ADc above the roof 214. Inthe event that the object OBb is stationary and not moving, theperimeter ranges AD thereof do not change. Also, the perimeter ranges ADthereof may be made to match the outer surface positions of the objectOBb.

[0095] Further, with this game program, various actions arespontaneously generated in the event that the player operates the crossbutton 52 c which is a particular operating portion on the controller16. For example, in the event that the character OBa encounters anobstacle object OBb on the screen, operating this cross button 52 cgenerates an action which automatically overcomes the obstacle objectOBb.

[0096] The actions automatically generated (automatically executed) byoperating the cross button 52 c are obstacle overcoming actions and thelike corresponding to the current state of the character OBa, and thefollowing three types of actions are programmed:

[0097] (1) Automatic transition to a moving action. Moving actionsinclude jumping, crawling, swinging from bar to bar, climbing lattices,jumping onto steps, scaling steps, and so forth.

[0098] (2) Automatic transition to a checking action (looking up,looking down, etc.) or automatic transition to an action which willgenerate a checking action (opening a door, picking up an item, speakingto a person, and other like actions).

[0099] (3) Effects actions. Examples of this might include lookingaround at places where neither (1) nor (2) apply. Effects actions arecanceled by operating the cross button 52 c again.

[0100]FIG. 14 is a flowchart indicating fundamental processingprocedures for the primary components of the game program. The gameprogram is stored in an optical disk 20 which is a recording medium,written to RAM 402 by a predetermined amount via the DRV 410 and IOP 409making up the entertainment device 12, read out by the CPU 401, andexecuted. Pictures (images) are displayed on the screen 19 of themonitor 18 via the GS 404 and encoder 407 as a result of the execution,and also audio is output from a speaker built into the monitor 18 or anexternal speaker 414, via the DRV 410, IOP 409, SP 412, and amplifier413.

[0101] The fundamental processing procedures shown in FIG. 14 indicateprocessing partway through, following processing relating to the storyor the like of the game program having already been started. The judgingentity is the CPU 401.

[0102] First, in step S1, judgment is made regarding whether or not anobstacle object OBb which the character OBa cannot traverse has beendetected. This judgment can be made based on whether or not an obstacleobject OBb exists within a predetermined range in the direction of theline of view of the character OBa (e.g., this predetermined range is setso as to be within the perimeter range AD3 and the field of recognition0 and the within the screen 19 exceeding this).

[0103] In the event that an obstacle object OBb does not exist in stepS1, judgment is made in step S2 regarding whether or not operating inputfor moving the character object OBa has been made i.e., whether or notthere has been operating input of the left stick 70 equal to orexceeding a predetermined inclination angle. That is to say, judgment ismade here regarding whether or not there has been operating input of theleft stick 70 of the inclination ranges RS1 through RS3 within theinclination ranges RS shown in FIG. 8.

[0104] In the event that there has not been operating input of theinclination ranges RS1 through RS3, the flow returns to the processingin step S1, and in the event that there has been such operating inputthe flow proceeds to step S3, where parameters are set to a next-timedisplay lest such that the movement speed v corresponds to theinclination range RS.

[0105] Based on the parameter settings, in step S4, drawing is performedfor moving across the screen 19 at a predetermined speed v, such thatmovement of the character OBa at the moving speed v corresponding to therange RS of the inclination β is realized on the screen 19.Subsequently, the processing of step S1 is repeated.

[0106] On the other hand, in the judging processing in step S1, theevent that an obstacle object OBb is detected, judgment is made in theprocessing in step S5 regarding whether or not the cross button 52 c hasbeen operated. In the event that there has been no operating input, theflow repeats the processing in step S1.

[0107] In the event that operating of the cross button 52 c is detectedin the judging processing in step S5, the correlated relation betweenthe current state of the character OBa and the obstacle object OBb aredeciphered in step S6.

[0108] For example, in the event that the image on the screen 19 is inthe current state shown in FIG. 15, the perimeter relation between theperimeter ranges ADO through AD3 of the character OBa and the perimeterranges ADa through ADc of the building 211 obstacle object OBb (i.e.,the overlapping relation) is examined. Note that normally, the arrowlines indicating the perimeter ranges ADa through ADc and the dottedlines indicating the perimeter range ADb shown on the screen 19corresponding to FIG. 15 are not displayed on the screen 19 (are notvisible to the player), but an arrangement may be made so that thesebecome visible to the player on the screen 19 by performing a specialoperation with the controller 16.

[0109] In the event that judgment is made from the inspection results ofthe perimeter relations that the perimeter range AD3 of the characterOBa and the perimeter range ADb of the wall 212 which is the obstacleobject OBb overlap (the state shown in FIG. 15), reference is made tothe obstacle overcoming table (an action invoking table for perimeterresults) 220 shown in FIG. 16, this being attributes data which iscorrelated to the perimeter range ADb of the wall 212 and saved.

[0110] As shown in FIG. 16, the obstacle overcoming table 220 stipulatesthe correlated relation between the perimeter ranges ADO through AD3 ofthe character OBa and character actions.

[0111] In the event that there is operation of the cross button 52 c inthe state of the example shown in FIG. 15, the perimeter range AD3 ofthe character OBa and the perimeter range ADb of the obstacle object OBboverlap, so in step S7, an action of jumping over is selected as thecharacter action.

[0112] Accordingly, in step S8, parameters relating to the action ofjumping over are set in the next time display list.

[0113] Next, in step S9, a picture of the character action of jumpingover is displayed on the screen 19, based on the parameter settings. Asshown in FIG. 17A, the screen 19 displays a picture of the character OBajumping over the obstacle object OBb.

[0114] Also, in the event that the judgment made in step S6 shows thatperimeter range AD2 of the character OBa and the perimeter range ADb ofthe wall 212 which is the obstacle object OBb overlap, the processing ofthe steps S7 through S9 displays a picture on the screen 19 of thecharacter OBa jumping onto the roof 214 of the obstacle object OBb andclimbing up, as shown in FIG. 17B.

[0115] Further, in the event that the judgment made in step S6 showsthat perimeter range AD1 or AD0 of the character OBa and the perimeterrange ADb of the wall 212 which is the obstacle object OBb overlap, theprocessing of the steps S7 through S9 displays a picture on the screen19 of the character OBa holding onto the edge of the roof 214 of theobstacle object OBb and then climbing up onto the roof 214, as shown inFIG. 17C.

[0116] Now, with regard to the perimeter ranges AD0 through AD3 of thecharacter OBa, only one perimeter range (AD0, AD1, AD2, or AD3, out ofAD0 through AD3) corresponding to the movement speed v which is thecurrent state of the character OBa is provided to the character OBa, asdescribed with reference to FIG. 10. That is to say, if the movementspeed v changes, the perimeter range always changes to the one of AD0through AD3 which corresponds to that movement speed v.

[0117] As shown in the examples in FIGS. 17A through 17C, in the eventthat the obstacle object OBb is the one which the character OBa can goover, there may be two obstacle overcoming actions, one being ajumping-over action in the event that the current speed of motion v ofthe character OBa is relatively fast as shown in FIG. 17A, and the otherbeing a scaling action in the event that the current speed of motion ofthe character object OBa is slow as shown in FIG. 17C.

[0118] As another example of perimeter judgment, description will bemade regarding cases wherein the character OBa is situated (1) at aposition Q1 in front of the door 210 of the obstacle object OBb, (2) ata position Q2 in front of both the door 210 and the wall 212, and (3) ata position Q3 in front of the wall 212, at the time of judging in stepS6, as shown in FIG. 18, for example.

[0119] Now, as described with reference to FIG. 13, a perimeter rangeADb of the wall 212 is set in front of the front wall 212 of theobstacle object OBb, and a perimeter range ADa of the door 210 is set infront of the door 210.

[0120] In the case (3) that the character OBa is situated at theposition Q3 in front of the wall 212 at the front, i.e., in the eventthat only the wall 212 exists within the field of recognition θ of thecharacter OBa, reference is made to the obstacle overcoming table 220shown in FIG. 16, perimeter judgment is made, and the above-describedcharacter action is determined.

[0121] Also, in the case (1) that the character OBa is situated at theposition Q1 in front of the door 210, i.e., in the event that only thedoor 210 exists within the field of recognition θ of the character OBa,reference is made to the obstacle overcoming table 222 shown in FIG. 19,which is attributes data saved correlated to the perimeter range ADb ofthe door 210.

[0122] In this case, in the event that the perimeter range AD2 or AD3 ofthe character OBa overlap the perimeter range ADb of the door 210, apicture of character action of the character OBa destroying the door 210and entering the obstacle object OBb which is the building 211, isdisplayed. On the other hand, in the event that the perimeter range AD1or AD0 of the character OBa overlap the perimeter range ADb of the door210, a picture of character action of the character OBa opening the door210 and entering the obstacle object OBb which is the building 211, isdisplayed.

[0123] Further, in the case (2) that the character OBa is situated atthe position Q2 wherein both the door 210 and the wall 212 are withinthe field of recognition θ of the character OBa, priority is given tocharacter action which is in this case character action relating toperimeter judgment regarding the door 210, over character actionregarding the step on the wall 212 and so forth. Accordingly, in theevent that the character OBa exists in the position Q2, reference ismade to the obstacle overcoming table 222 (FIG. 19), which is attributesdata saved correlated to the perimeter range ADa of the door 210, andcharacter action is determined.

[0124] Next, description will be made regarding perimeter judgment withobstacle objects according to another example. FIG. 20 illustrates astate wherein the character OBa has encountered an obstacle object OBbwhich is a river 224 ahead, and obstacle objects OBb which are sheercliffs 226 on either side.

[0125] At this time, it can be objectively understood that the characterOBa must take some sort of special action to proceed any further. Let issay that the character OBa must jump over the obstacle object OBb whichis the river 224 to proceed with the game. At this time, the playeroperates the cross button 52 c which is the button for invokingcharacter actions. The character OBa can jump over the obstacle objectOBb which is the river 224 due to this operation.

[0126] In this case, reference is made to the obstacle overcoming table228 shown in FIG. 21 relating to the perimeter ranges ADO through AD3 ofthe character OBa and the perimeter range ADd of the river 224, and thecorresponding jumping-over action is automatically selected. That is, inthe event that the perimeter range AD3 or AD2 overlaps with theperimeter range ADd, a running jump action is invoked for thejumping-over action, and in the event that the perimeter range AD1 orAD0 overlaps with the perimeter range ADd, a standing jump action isinvoked for the jumping-over action. Thus, in the event that thecharacter OBa comes running up to the river 224, the character OBa canjump far across the river 224 even if the takeoff point is a good waysaway from the river 224. In the event that the character OBa comeswalking up to the river 224, the character OBa will jump across theriver 224 from a point immediately by the river 224.

[0127] Next, description will be made regarding perimeter judgment withobstacle objects according to yet another example. FIG. 22A illustratesa state of a character OBa which has been moving along a road 229encountering ahead an obstacle object OBb which is a boulder 230 formedto look like an apple.

[0128] At this time, it can be objectively understood that the characterOBa must take some sort of special action to proceed any further.Accordingly, the player operates the cross button 52 c which is thebutton for invoking character actions. Upon the cross button 52 c beingoperated, reference is made to the obstacle overcoming table 232 shownin FIG. 23 relating to the attributes data saved correlated to theperimeter range ADe of the boulder 230, and character action isdetermined.

[0129] In this case, in the event that the perimeter range AD3 or AD2 ofthe character overlaps with the perimeter range ADe of the boulder 230,an action is invoked for destroying the boulder 230 and running through,as shown in FIG. 22C, and in the event that the perimeter range AD1 orAD0 overlaps with the perimeter range ADe of the boulder 230, an actionis invoked wherein the character OBa moves the boulder 230 to the sideand passes by, as shown in FIG. 22B.

[0130] Now, in the state shown in FIG. 22A, in the event that the onlyoperation that is made is to tilt the left stick 70 in the direction ofprogression, the character OBa comes to a standstill in front of theboulder 230, and cannot pass along the road 229. In the event that thecross button 52 c is operated in this standstill state, the action ofgrasping onto the edge of the wall 212 and climbing up as shown in FIG.17C is invoked. In the event that, in the state of coming to astandstill in front of the wall 212, the character OBa is caused toretreat using the left stick 70 and then the cross button 52 c isoperated while tilting the left stick 70 in the direction ofprogression, the perimeter judgment shown in FIG. 15 is carried out, andan action jumping over the building 211, for example, can be invoked.

[0131] In the same manner, in the state shown in FIG. 15, only tiltingthe left stick 70 in the direction of progression means that characterOBa comes to a standstill in front of the wall 212 of the building 211.In the event that the cross button 52 c is operated in this standstillstate, the action of moving this boulder 230 as shown in FIG. 22B isinvoked.

[0132] Further, in the state shown in FIG. 20, in the event that theonly operation that is performed is tilting the left stick 70 in thedirection of progression, the character OBa falls in the river 224,resulting in the game ending, for example.

[0133] According to the above-described embodiments, in the event that acharacter object OBa on a screen 19 operated by a controller 16encounters an obstacle object OBb such as terrain which apparentlycannot be traversed, simply operating a single predetermined button, thecross button 52 c, which has been appropriated beforehand for escapingprocessing by the program, allows the character object OBa toautomatically overcome the obstacle object OBb.

[0134] Thus, the player does not need to perform troublesome operationswherein obstacle objects OBb such as terrain which apparently cannot betraversed is overcome only by operating multiple buttons at specifictimings, as with the conventional art, and accordingly the player canenjoy the game more. Conversely, it can be said that providing the crossbutton 52 c which is a player-automatic action invoking button has madethe user interface more user friendly. Note that this single particularbutton is by no means restricted to the cross button 52 c. For example,arrangements may be made wherein the character OBa is operated withoperations of only the stick, by making this single particular button tobe the L3 button 70 a on the left stick 70 or the R3 button 72 a on theright stick 72.

[0135] Also, the obstacle overcoming processing can be appropriatelydetermined according to the current state of the character OBa, such aswhether the character OBa is walking or running, how fast the characterOBa is running, and/or conditions of the character OBa such as theweight of the character OBa or the like. Thus, a wide variety ofprocessing can be performed according to the state, so the entertainmentfactor of the game can be further increased.

[0136] Further, it is needless to say that the object which the playeroperates on the screen 19 with the controller 16 is not restricted tothe character OBa; rather, this can be applied to, for example, objectsin which people might ride, such as vehicle objects, airplane objects,train objects, ship objects, and so forth. In the case of a vehicleobject, for example, in the event that the vehicle is about to fall downa cliff or crash into an obstacle, appropriate actions can be invokedwith a single button operation to avoid the state encountered.

[0137] Of course, the present invention is by no means restricted to theabove embodiments; rather, various modifications and arrangements may bemade without departing from the spirit and scope thereof.

[0138] As described above, according to the embodiment of presentinvention, in the event that a character object encounters an obstacleobject on the screen while being operated, the obstacle object can beautomatically overcome by operating a single particular operatingportion. Accordingly, the player operating the character object canovercome or escape the obstacle object with a simple operation. That is,at the time of overcoming the obstacle object, instantaneous judgmentand operations of the player are not needed as with the conventionalart, so the player can readily overcome or escape the obstacle object.This is particularly advantageous in that beginning players inparticular can smoothly proceed with the story or the like of theprogram.

[0139] Although the invention herein has been described with referenceto particular embodiments, it is to be understood that these embodimentsare merely illustrative of the principles and applications of thepresent invention. It is therefore to be understood that numerousmodifications may be made to the illustrative embodiments and that otherarrangements may be devised without departing from the spirit and scopeof the present invention as defined by the appended claims.

1. A recording medium storing a program for causing a character objectdisplayed on a screen to perform a predetermined action with output froman operating device having a plurality of operating portions, saidprogram comprising: detecting the output from a particular one of theplurality of operating portions; and in the event the character objectencounters an obstacle object on the screen, the obstacle object isautomatically overcome according to the output from the particular oneof the plurality of operating portions.
 2. A recording medium accordingto claim 1, wherein said program further comprises detecting a currentstate of the character object, the obstacle overcoming step includingexecuting an obstacle overcoming action corresponding to the currentstate of the character object.
 3. A recording medium according to claim2, wherein the obstacle overcoming action is saved as attribute datacorrelated with the obstacle object, and the obstacle overcoming actioncorresponding to the current state of the character object ispredetermined in the attribute data.
 4. A recording medium according toclaim 2, wherein the current state of the character object is thecurrent speed of movement of the character object.
 5. A recording mediumaccording to claim 4, wherein, in the event the character object canmount and pass over the obstacle object, the obstacle overcoming actionis a jumping-over action when the current speed of movement of thecharacter object is relatively fast, and the obstacle overcoming actionis a scaling action when the current speed of movement of the characterobject is relatively slow.
 6. A program executing system, comprising: aprogram executing device for reading and executing a program stored in arecording medium; an operating device connected to said programexecuting device and having a plurality of operating portions foroutputting an operating request by an operator to said program executingdevice; and a display device having a screen for displaying an imageoutput from said program executing device; wherein said programexecuting device includes: a storing unit storing said program read fromsaid recording medium for causing a character object displayed on saidscreen of said display device to perform a predetermined action withoutput from said operating device, said program including automaticallyovercoming an obstacle object encountered by said character object onsaid screen by operating a particular one of said plurality of operatingportions; and an executing unit for reading and executing said programstored in said storing unit.
 7. A program executing device which isconnectable to an operating device having a plurality of operatingportions for outputting an operating request by an operator, and adisplay device having a screen for displaying an image, said programexecuting device comprising: a storing unit storing a program forcausing a character object displayed on the screen of the display deviceto perform a predetermined action with output from the operating device,said program including automatically overcoming an obstacle objectencountered by said character object on the screen by operating aparticular one of the plurality of operating portions; and an executingunit for reading and executing said program stored in said storing unit.